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Showing content with the highest reputation on 08/23/26 in all areas

  1. Currently the way it works is 72 hours from the start of when you activate it. if it was shorter like 24 hours BUT only is activated when you are logged into the game i think alot more people would start buying them. the problem now is people have work and IRL responsibilities so sometimes they activate it then wont be able to log on for the few days to actually get to use it all. i think the only people this would effect are BOTS, :) much love
  2. This is a huge +1 from me. I have always wanted a in-game trade history and tbh I don't mind one on dashboard or something. This helps a lot, especially for the part where you need to recall the date and the user of a trade. Sometimes the only way to stay connected is by adding each other in friend request and for someone like me if I don't visit my friend list for a while and see that person in a while I will probably remove them without realising why I added them and who they even are. I believe it's actually a really good suggestion and would help a lot.
  3. You can also just wait to activate your BMS till there is a good BMS spawn. Thats a weird argument.
  4. -1 An MMO is supposed to be grindy. There is many people selling ev services that would need to compete / be limited by vitamin prices instead of the market. The elemental berries are farmable easily by thiefing them since they have a very high held rate, Salacs are farmable on Sevii Island 6, 7 Headbutts Custap berry needs its own set of trees, maybe in another MS area, I agree with that.
  5. +1. I couldn’t agree more with you, I’ve been hunting for like 3 weeks straight since the Sinnoh Spawns rework and I’ve only activated BMS twice in the meantime, even now that I'm on vacation, I think I have used like 16 of the 72 hours available at best.
  6. IntroductionHiding spawn information is, in my opinion, ultimately harmful to the game and its player base. That said, I want to be fair and acknowledge the arguments that could be seen in favor of this change and explain why I think they don't hold up. The Upsides — With a Grain of SaltHiding information about spawns has three upsides that in my opinion come with a grain of salt. 1. Community InteractionWithout readily available information, players are pushed to interact with each other — asking around, trading knowledge, being active in Discord. That's a genuine plus for community health. But it assumes everyone wants that. This is an MMO, sure, but like every MMO, part of its population is made up of players who prefer to play solo, at their own pace, without depending on other people to progress. Forcing interaction as a side effect of information scarcity isn't the same as fostering organic community engagement — it's closer to a toll gate. 2. The Joy of DiscoveryDiscovery has a real psychological reward — that moment of finding something yourself is genuinely satisfying. The problem is that hiding information doesn't let players opt into that experience — it forces it on everyone, regardless of whether they want it or not. A player who'd rather look something up and get on with their session no longer has that choice. Discovery stops being a bonus for those who enjoy it and becomes a mandatory task for everyone else. 3. Making Content More Attractive for a Longer Period of TimeHidden information stretches out how long content stays relevant. If everything about a spawn — location, timing, repel requirements — is known on day one, players burn through it in an afternoon and move on. Scarcity of information keeps people engaged with the same content for weeks instead of hours, which is valuable for a game that needs sustained playtime to stay alive. But this benefit is easy to mistake for something it isn't. Stretching engagement by withholding information isn't the same as making content actually last longer — it's making the same content take longer to consume by adding friction, not depth. The "longevity" here is measured in "hours wasted searching", and not "hours spent enjoying". And it can just as easily backfire: a player who hits an opaque wall with no clear path forward doesn't necessarily stay engaged longer — they might just get frustrated and leave. Retention through obscurity is a gamble, not a guarantee, and it reads more like a "metric driven" incentive (keep playtime/player numbers up) than a "player experience driven" one. Major DownsidesThere are actually many more downsides to this as you might think at first. 1. Respecting Players' TimeAn MMO inherently demands time investment — that's expected and completely fine. But there's a difference between content that takes time and artificial friction that wastes time. A game that respects its players supports their time commitment instead of manufacturing extra roadblocks that add nothing to actual gameplay depth. 2. Efficiency and Player ChoiceNot every player is optimizing for the same thing, and that's fine — but for players like me who do want to play efficiently, this system actively works against that. I have a list of other games competing for my time, and getting stalled by a mechanic whose sole purpose is to artificially create discovery and interaction — rather than offering meaningful gameplay — isn't a good trade-off. Efficiency-minded and exploration-minded players used to be able to coexist, each choosing their own approach. Now one playstyle is forced onto everyone. 3. Guilds Gatekeeping InformationIt's well known that guilds already gatekeep advantageous information. General spawns are still broadly shared, but repel-spawn locations in reworked areas aren't public anywhere — they're either unknown to most of the player base or deliberately withheld by guilds to keep their advantage. In other words: hiding information doesn't eliminate the advantage information provides — it just shifts who holds that advantage. Solo players and small groups lose access, while large and active guilds with more players to brute-force discovery simply absorb the cost and keep the payoff for themselves. 4. Fragmented, Inconsistent KnowledgeWhen information isn't public, what circulates informally is often incomplete, outdated, or just wrong. There isn't a single point of truth anymore. New or casual players end up relying on guesswork, secondhand claims, or bad advice, while the "real" answers stay locked elsewhere. That's a worse experience than either full transparency or well-designed in-game discovery mechanics — it's the disadvantages of secrecy without the benefits of genuine exploration. 5. Enabling Misinformation and ScamsA lack of public, verifiable spawn data doesn't just create gaps — it creates opportunities to fill those gaps with fake information. Without an official source players can check claims against, there's nothing stopping a seller from misrepresenting a spawn's actual rarity or exclusivity to inflate its trade value. An uncommon spawn gets passed off as rare — and the buyer has no way to verify any of it, because the real data simply isn't public anywhere. This isn't a hypothetical edge case. It's a predictable outcome of the current system — one only possible because there's no accessible, official source of truth to check against. 6. Hiding Rarity Itself Serves No Clear PurposeUnlike spawn locations or repel conditions, a Pokémon's rarity isn't something players are meant to "discover" — it should be baseline information, not a puzzle. Nearly every game with a rarity system displays it directly, because knowing what you're looking at is basic UX, not a spoiler. Hiding it doesn't create discovery or interaction — it just makes trading and evaluation harder for no clear gain, and it's what makes scams and spreading misinformation like Point 5 possible in the first place. How To Potentially Fix ItThere are surely a few ways to solve this without keeping the current downsides, ranging from a quick patch to an actual structural fix. A Proper Fix: Bring the Information In-GameThe core problem isn't that information exists — it's that it's unofficial, incomplete, and unevenly distributed. Solving that means making it official, complete, and evenly distributed: Improving the existing Map Spawn UI by displaying time-of-day and level ranges for each spawn directly in-game. Highlighting repel spawns directly on a Pokémon's page. Displaying rarity directly on a Pokémon's page. A Temporary Fix: Delay the Public Spawn DumpA simple fix is delaying the public spawn dump by roughly two weeks after each content update. This doesn't eliminate the effort of finding repel spawns during that window — but two weeks of temporary scarcity is a fundamentally different problem than permanent gatekeeping, since it resolves on a fixed timeline instead of indefinitely. Players who want to discover things early can still do so organically or by interacting with the community during that window. After two weeks, the data becomes public and everyone converges on one accurate source of truth. ConclusionHiding spawn information doesn't actually create the discovery or engagement it's meant to — it just relocates who has the advantage, shifting it from every player equally toward whichever guilds have the playerpower to brute-force it. Genuine discovery and community interaction only mean something if they're chosen, and not forced. Information scarcity doesn't create either, it just makes both mandatory. Making repel and spawn data official and accessible in-game doesn't remove discovery or interaction as options — it just stops forcing them on players who'd rather not engage with either, all while leaving them fully available to anyone who still wants that experience. ~Caenneth
  7. In my opinion, not giving spawn information like what's been done with Sinnoh, the excavation sites and the new spawns in Vulcan Island is good, I'm not against that at all, find information first, have them available afterwards. On the other hand, not sharing stuff like rarity, items that a pokemon can hold in a route etc. is a terrible idea for multiple reasons and those have been shared in the thread so I won't add anything more. This whole idea that lack of information makes for better communication between players cause we're one happy community and everyone will share the information is pure utopia, I don't understand how after 10+ years of observing the PRO community you would think this is a good idea, it's not even about guilds gatekeeping, it's the single player himself that is not going to tell you cause it doesn't benefit him, it won't even benefit him if everyone knows where an item is cause he can claim it's scarce even if it might be easy to get, it won't benefit him if he tells you a Pokemon is uncommon and not rare cause it can get him more money, for the record the latter has been already happening. So, if there was misinformation when the info were available, cause trust me, there was plenty, I won't even dare to imagine what will happen in the future, remember who you're trusting when you think about healthy communication.
  8. I completely agree with everything, meanwhile I agree new spawns should be hided and I totally understand the decision since we want players to discover new spawns, area, daily activities etc.. ! I myself dont agree in hiding some former pokemon information, for example let say I want a Marill in Kanto because it is my favorite pokemon, I dont want it to be hided from me, the pokemon have dropped since years since it's not a new pokemon, I would like to know at which point I can get it and having something I really love. Same for repel, should have informations on pokedex so you can prepare.
  9. Efficient & fast service really understanding with timezones too professional provider
  10. It’s been 7 years. 7 years of a long journey together, challenges, laughter, and growth. I joined the Staff when I was 22 and now I am almost 30 in a few months 😮 What began as a simple step into a community I admired quickly became one of the longest and most meaningful journeys of my life. For 1/4 of my life, PRO has been a community, a family, and a place where I’ve spent 20.000+ hours alongside you all as someone whose job was to protect the integrity of the game and ensure everyone could enjoy it fairly. MY ROLE IN PRO As a Moderation Staff and later Admin, my role wasn’t always the most glamorous and visible to players. I didn’t design new regions or events. Instead, I worked behind the scenes, reviewing reports, investigating rule-violations, handing out punishments when necessary, and sometimes having the tough conversations nobody likes to have (😓). It wasn’t always easy, and it certainly wasn’t always fun or rewarded, but it was very important for me… because keeping PRO fair and safe meant protecting the adventure you all love and protecting the community in general, which is the reason I joined the Staff Team. I know that sometimes my role put me in situations where I had to make hard calls. I would be lying if I said I’ve always done everything right. Not every decision I made was perfect, and I’m sure there were moments where I did wrong (I mean, in 7 years of work it would be impossible to make 0 mistakes) or where I could have done better. There were decisions I wish I had handled differently. However, all of my actions were motivated by wanting the best for both the game and its community, and that never changed. WHY AM I LEAVING? The truth is, my journey here is ending not because I’ve stopped caring, but because my mental and physical health has reached a point where I cannot give the game, the community, or the staff team the dedication they deserve. I’ve always believed the players deserve my very best, and if I can’t provide that, continuing would feel like letting you all down and kind of disrespecting you. As some player know, my life has never been a simple one. I was born with more health problems than I could count, and as the years passed, they only grew heavier. Surgeries, endless hospital stays just to survive. Surviving was never a given, but something I had to fight for, over and over like an endless battle. Every time I thought I had won, something new emerged to destroy me. Last year and the first half of this one I fought through a severe infection that nearly destroyed a lot of my organs and almost took my life. I spent months in the hospital, clinging to hope. Once I beat the infection, I thought I had fixed everything only for life to strike again. Without warning, recently I suddenly lost the sight in one eye completely and am blind, and half the vision in the other due to another health issue. Due to all of this, I had a complete mental breakdown because I spent a whole life in this situation over and over. The tears/crying wouldn’t stop, the desperation wouldn't stop and it's been a continuous "why me?" and then situation is getting worse and worse and I have almost reached the bottom of the barrel and cannot see the light anymore. Given this, I’ve decided to step back, focus on recovery, and fight for myself for once. I’ve already taken steps to get the help I need, and I hold on to hope that better days will come. TO ALL OF YOU PLAYERS To every player I’ve met along the way, regardless if we spoke 1 or 100 times, thank you. Thank you to everyone who made my years here worthwhile and fun, to the players who respected the rules or reformed themselves after violating them, to those who gave constructive feedback, to those who showed kindness in chat, and even to those who challenged me to do better. You all played a part in my time here. Please, keep this community strong. Be patient with the Staff Members, they’re not perfect, but their heart is in the right place and they’re doing a tough job for the good of everyone as they want the best for PRO and its community. Treat each other with respect and remember that behind each username there is a person with feeling and emotions. Help new players find their way in the game, and remember that at the end of the day, we’re all here for the same reason: our love for Pokémon and this world we share. FINAL WORDS I leave proud, proud of the time I was here. PRO will keep evolving without me, and I’ll be watching from the sidelines, cheering and smiling for every success, and rooting for all of you and the next generation of both players and staff to find their own unforgettable moments here like I did. 7 years is a long time to give a piece of your heart to something. And PRO will always have my heart. This is not goodbye forever. It’s just the closing of my chapter, so that new ones can be written by those ready to carry the torch. I wish you all to continue your player journey and find a lot of happiness on your path like I did on mine. — Keita here, signing off for the last time — thank you for some of the brightest days of my life. ♥️ PS: I've no news about Summer Tournament. I was asked to wait due to some background stuff, but further info will be provided by the Admin Team

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